I'm trying to implement billboarded quads in a geomerty shader to render particle effects. The geometry shader input is points (vec3), and its output is a triangle strip with position and UV coordinates (vec3, vec2). I've tried two variations of vertex input bindings, but neither work.
If I set up the vertex binding like this:
VkVertexInputBindingDescription binding_desc[2] = {};
binding_desc[0].binding = 0;
binding_desc[0].stride = sizeof(glm::vec3);
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
binding_desc[1].binding = 1;
binding_desc[1].stride = sizeof(glm::vec2);
binding_desc[1].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription attribute_desc[2] = {};
attribute_desc[0].location = 0;
attribute_desc[0].binding = binding_desc[0].binding;
attribute_desc[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attribute_desc[0].offset = offsetof(vert_shader_vertex, pos);
attribute_desc[1].location = 1;
attribute_desc[1].binding = binding_desc[1].binding;
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
attribute_desc[1].offset = offsetof(vert_shader_vertex, uv);
I get the following error when calling vkCmdDraw
:
ERROR [default] DS: (OBJECT 0) (CODE 24) The Pipeline State Object (0x3c) expects that this Command Buffer's vertex binding Index 1 should be set via vkCmdBindVertexBuffers. This is because VkVertexInputBindingDescription struct at index 1 of pVertexBindingDescriptions has a binding value of 1.
However, if I set it up as this:
VkVertexInputBindingDescription binding_desc[1] = {};
binding_desc[0].binding = 0;
binding_desc[0].stride = sizeof(glm::vec3);
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription attribute_desc[1] = {};
attribute_desc[0].location = 0;
attribute_desc[0].binding = binding_desc[0].binding;
attribute_desc[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attribute_desc[0].offset = offsetof(vert_shader_vertex, pos);
I get this error when calling vkCreateGraphicsPipelines
:
ERROR [default] SC: (OBJECT 0) (CODE 3) Vertex shader consumes input at location 1 but not provided
- Does the VkVertexInputBindingDescription describe the input to the geometry shader, or the vertex shader?
- Do I need "dummy" UV coordinates in my vertex buffer as a place holder?
- Is it possible my geometry shader is not activated, and how can I confirm?
- Which ever of the two approaches is correct, how do I address the corresponding error?
- As an aside, I'm new to Vulkan so comments on the shaders are welcome.
Geometry shader
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (location = 0) in vec3 inPos[];
layout (location = 0) out vec3 outPos;
layout (location = 1) out vec2 outUV;
layout (push_constant) uniform constants_t {
vec3 up;
vec3 right;
mat4x4 world;
mat4x4 projection;
} constants;
void main(void)
{
const vec3 pos = gl_in[0].gl_Position.xyz;
const vec3 up = constants.up;
const vec3 right = constants.right;
outPos = pos + up - right;
outUV = vec2(0, 0);
EmitVertex();
outPos = pos + up + right;
outUV = vec2(1, 0);
EmitVertex();
outPos = pos - up - right;
outUV = vec2(0, 1);
EmitVertex();
outPos = pos - up + right;
outUV = vec2(1, 1);
EmitVertex();
EndPrimitive();
}
Vertex shader
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec4 outPos;
layout (location = 1) out vec2 outUV;
layout (push_constant) uniform constants_t {
vec3 up;
vec3 right;
mat4x4 world;
mat4x4 projection;
} constants;
void main(void) {
outUV = inUV;
outPos = vec4(inPos.xyz, 1.0) * constants.world * constants.projection;
}
vkCmdBindVertexBuffers
VkBuffer vertex_buffers[1] = {vertexBuffer};
VkDeviceSize vertex_offset[1] = {0};
vkCmdBindVertexBuffers(commandBuffer, 0, 1, vertex_buffers, vertex_offset);